brain teasers 2

brain teasers 2, brain, teasers

Destiny A game developed by Bungie, which has won the hearts of millions of gamers, fans of online games, fans of online shooters and … even the ones, who aren’t fans of video games at all. A lot of people started playing Destiny owing to its unique visual style, powerful soundtrack, rich lore and the chemistry created by these ingredients. The image of the game was developed by the group of remarkably talented artists, the team of designers and authors with their different manners, each of whom has left a piece of their identity in the Destiny universe. Today, I suggest you try to figure out how the corporate style of the game was created, how the visualization of images is arranged, why veterans of the first part of the series have their eyes hurt by some locations of the second part and what sports clothing brands and the Vanguard have in common. I am Ivan “Johnnyleinny” and I hope you like my story. The Visual Image of Destiny When creating absolutely any fictional world, whether it’s the elaboration of a film universe like “Star Wars”, or the world we get to know from book pages like it’s in “The Lord of the Rings”, the authors always make use of the simplest and the easiest narrative for everyone to understand. There’s the point A and there’s the point B. The movement from one point to the other is the plot of the story. It can be linear, intermittent with the interruption by flashbacks, or it can be intersected by parallel, alternative plots. Its backbone will always begin at one point and tend to the other. Besides, it isn’t a first need for the author at all to keep in their mind a complete understanding of who the characters will become in the course of the unfolding story, and at what time point the action will take place. The main thing is to set the conflict. For it is the conflict that sets the characters before the task. That is, you have a starting point and the point which you are to seek for The easiest aim is the one that is easiest to notice. A high lighted tower, a huge enemy base around which the whole plot is developed, or… a space object as huge as a planet. The Traveler The Traveler is the key figure in Destiny. Or rather, even a catalyzer for the start of all the events of the game universe – a mysterious sphere visited our universe and stopped very close to the Earth, hovering above the place where the Last City was later built and settled. The final bastion of humanity, where we feel safe. Though, for example, the fact that the City is always in the shadow of the Traveler can also lead to search for a certain symbolism. The Traveler is a peculiar substitute for the Sun which in ancient mythology has always been the symbol of strength, fruitfulness and life, but is this an accidental dislocation of the image? It makes you wonder that the idea of such embodiment of the Traveler didn’t come up at once. Initially, the Traveler itself was the Last City, it was presented as a huge space base with residential modules, hangars for crafts and urban infrastructure. The size of the Traveler was also changing. He existed both in a giant form and as small satellite hovering in orbit, similarly to the Moon. By the way, there was even a reference to it in the other game from Bungie – Halo ODST; “Destiny Awaits”, says a poster with a picture of our planet and a kind of spherical entity hovering around it. Also, the players even tried to calculate the size of the Traveler by of the view from different points and different locations of the game.

brain teasers 2by of the view from different points and different locations of the game. Eventually they found out that the diameter of the Traveler is 14 kilometers, so it’s impossible for it to be called a planet. But we have distracted from the topic a bit.But we have distracted from the topic a bit. The Traveler is enormous, it is always on display, but is it really our goal? It has never been the direct goal. We weren’t told at all to get to the surface of the Traveler or inside it, the goal of finding out the origin and intentions of the Traveler isn’t set before the player. However, it’s namely because of its size, its constant presence and mentions in the game NPC’s speech lines, that we feel the riddle generated by it as our goal. Sooner or later every single Destiny player asks himself a question – What is it? Why should we worship it? Should we defend it? And will it defend us? And, if yes,…then against whom? Now it’s high time to remember one more rule of the visual culture. It is widely used in painting, architecture, movie production, animation and computer games. It has come to the visual arts owing to psychology. Perception of images by their form In geometric symbolism, all round shapes are associated with something heavenly. With the Sun, the Moon. They inspire us with the sense of tranquility, confidence, completeness. Remember how often in pop culture do occur the characters who, according to the author’s plan, are to be funny, friendly…e.g. droids from already mentioned Star Wars or our familiar Servitors, servants of the Fallen. Despite the fact that they are hostile towards us, the player is more likely to find oneself thinking of them as not malicious enough. And the developers, by the way, play on these feelings in the “Forsaken” expansion; ; when, in the course of story missions, we are to catch and kill the Hangman, several times we encounter scenes of Servitors under torture, find their bodies and see them locked in cages of the sadist. We sympathize with them. According to the same theory – square shapes are associated with land, with reliability, monumentality and endurance. But triangular figures have firmly settled in the consciousness of mankind as an image of danger, anger and fire. Multiple angles don’t let the mind be at ease. You are afraid to stumble upon them, to get hurt… so triangles and pyramids are often juxtaposed with spherical images. I think you grasped the concept and guessed what I’m driving at… Yes, the main threat, which isn’t also clearly stated for a long time, but which constantly reminds of itself implicitly and hovers above the player, – this threat materialize in the pyramidal ships of the fleet of the Darkness. The mere theory of forms. It’s a simple tool it works well for any player and for the one who runs through the story missions without really reading the lore, which is hidden here, in the description of the items, which is also not accidental for the one who tries not to lose sight of anything important. Now, when we’ve outlined the foundation of visual narrative with the example, let’s delve into the images and history.

brain teasers 2let’s delve into the images and history. Who created the world of the game? Why here, in the space story, are there too many medieval and fantasy motives and which other devices of creating the desired mood were used by the developers and artists? To start with, what kind of game did Bungie themselves want to see at the very first stage of the development? Jason Schreier writes about it in his book “Blood, Sweat, and Pixels”: At first Griesemer and the other developers had wanted Destiny to be a fantasy game. Over time, however, the castles began to morph into spaceships, the axes and swords into space axes and space swords. We have a huge team of production artists that mostly does sci-fi stuff, and they haven’t done an orc or a sword ever, so maybe we have to do sci-fi, We want to do a third-person game, but we have a bunch of people who specialize in first-person game animations, and all of our code base is written assuming that the crosshair is in the center of the we’re basically making Halo I mean, Bungie, on the one hand, wanted to move away from their regular genre, but their rich experience of working on shooters in sci-fi setting didn’t allow them to get away from their desire to create and develop the worlds of the future. Thus, bows, armor, magicians and dragons gave way to spaceships alien races and rifles shooting with energy pellets. Though it’s not completely true. Bungie managed to combine two completely different fictional worlds perfectly. Now in their game there are space magicians – Warlocks, the shells that will defend them against a sword and against bullets. There are even giant dragons, which are staying a myth for the characters for a long time The Ahamkara. Needless to say that the appearance of swords and bows in the player’s armory didn’t take long. “Ancient ruins are cool, but so are derelict spaceships, Both powerful mysteries begging to explore. Then we asked ourselves ‘Why can’t we have both?’ What does a buried tomb look like next to a sci-fi setting? What does gold look like next to an assault rifle?’ – Christopher Barrett, Art Director for Destiny. To create an image of any work, the production studios, whether it’s a movie studio studio or a video game development studio, hire concept artists They rarely stay in the staff on board after the release having no opportunity to develop their ideas, however, it’s them who set the tone of the upcoming universe. Besides, it often occurs that the characters and locations depicted on these concepts either appear in the final version of the product being completely transformed, or do not appear at all. This art is an excellent example, which perfectly conveys the whole concept of Destiny: A soldier in futuristic armor, with modern weapons, dressed in a cloak, is standing in front of a spaceship, and at his feet there is a large cat, a cosmic white tiger. It’s hard to think of an image more expressive than this for such a harmonious combination of fantasy and science fiction. Speaking of the tiger it’s also a kind of symbol. Before Bungie announced the development of the new game, Destiny was codenamed “Tiger” inside the studio. According to Barrett, when developing the visual image of Destiny, the studio was inspired by the films of Russian director Andrei Tarkovsky, his work on “Solaris” and “Stalker”,

brain teasers 2 his work on “Solaris” and “Stalker”,

brain teasers 2his work on “Solaris” and “Stalker”, as well as by “Time Bandits” directed by Terry Gilliam. Some more references were drawn from the works of the science fiction artists of the 70s like John Harris, Zdzisław Beksiński Peter Gric. Many visual images of Destiny are inspired by Japanese culture and anime. Sculptures by Takayuki Takeya and artworks by Kow Yokoyama. “The challenge was to unify these influences and change them to a concrete art direction they could follow” – Barrett said. Locations and Characters Production You must have seen this art. The Exo Guardian is having a rest leaning on the wall after a battle. At first sight, this scene doesn’t seem so special… but for Bungie developers and artists this concept art became crucial indeed. Oddly enough, this art set the tone, the direction… This is another great example of an image that really for us was… it was very helpful in collectively getting an understanding of like what is it we’re trying to do here, what is this IP need to be about. It’s about like…well, being a future robot soldier having just returned from the battlefield. This is the quote from Jesse van Dijk one of the major concept artists at Bungie. He is one of those, to whom Destiny owes its visual image. Jesse marked this art as a special one. First, you can see a cool robot with a huge weapon beside him, his head looks like it has the defeated enemies’ blood on it… the signs of a battle are everywhere. And everything seems logical and actually a bit…trite. Before the idea hits you – he is sitting and having a rest. Why would a fighting machine from the future need rest? Has the Terminator or any other combat robot at least once sat on the floor to take a breath? Here we find the key of the character building. They are living beings, although they look powerful and unshakable. There are three races in the game: Humans, Exo and Awoken. None of them stands out from others either by physical superiority or special superpowers and abilities, but at the same time, in their development, the designers based on the images from the already existing science fiction, so that at the first glance at the character the player could already get the correct idea of the race. When creating human guardians, the developers were guided by real sportsmen, actors and soldiers, in order to create not complex, but clear characters. Another race of Destiny – the Awoken has combined in its appearance the images of ghosts, angles, vampires and elves; the image of a humanoid character with white or pale blue skin referred us to then popular Edward Cullen from the Twilight Saga and Castlevania characters created by Kojima Ayami. To create the Exos, Bungie turned to Terminator, who best showed machines anatomically similar to humans, and also to their own Master Chief from Halo. But there was one more race in Destiny drafts.

brain teasers 2But there was one more race in Destiny drafts. Tiger Man. “Tiger Man was noble. Tiger Man was bestial. Tiger Man was wise,” says Barrett in his presentation in 2015. Basically, when it comes to this race, Chris and Joe present this as a joke, the laughter of approval is heard in the audience, too… Joe Staten says: “Some things in world-building don’t make the cut”, but he doesn’t explain why a tiger doesn’t. There are really no reasons. Despite the fact that Destiny ceased to be fantasy fantasy even before they actually started to talk about it publicly Tiger Man seems to be ideal for the world that Bungie were trying to create. Obviously, Tiger was planned to be a race for players. If Bungie wanted Destiny to create the impression of a brainchild of fantasy and science fiction, then cat people would be a good solution, since they would fit inextricably in both science fiction movements. In that same presentation Chris and Joe mentioned that they didn’t want Destiny to be very serious. They wanted to create a universe in which any crazy idea would be realized. Tiger Man – now it looks unusual, but in the game that Destiny was at the beginning beginning of its development he would have looked very pertinent. But…for some reason this race didn’t make the cut as well. Perhaps this is because it’s difficult for strange, unique ideas to remain unchanged when dozens and dozens of members of the development team are working on them. A team of several hundred will have a lot of people who won’t like particular ideas, and if you want to please everyone, you need to give something up. By the way, for a long time among players there existed a popular guess that Lord Shaxx is a cat. He never took off his helmet, which means he has something to hide? However, the developers have denied this information. Sorry. Also, the whole class of players could have been cut out Warlocks The developers said that some authors found the idea of “wizards with guns” funny and foolish. But now they are almost the main characters of the game. Warlocks were saved from the merciless scissors of skeptics… but what if Bungie took advantage of other mistrusted ideas? They might have found the feedback from the players, too. It seems that many good primary ideas were curtailed simply because many of the team lacked imagination or were afraid to unleash their creativity, which ultimately led to the inhibition of the ideas within the project. But if we look at the early concepts of the images of enemies, animals and locations we will again encounter the obvious influence of fantasy culture. Giant animals, like this frog, for example; human figures in robes looking like monks or members of a secret order; swamp creatures resembling either mermen or wood goblins, even the certain range of colors and the style of these concepts more likely resemble the work of Frank Frazetta one of the main artists of the fantasy genre in illustrations. All this would rather fit into the world of magic… as which, as we remember, it was conceived in Destiny. Initially, the developers wanted to create some kind of a generic enemy. An evil force uniting various aliens by its sinister energy, but at the same time in a way that we can distinguish the enemy races even by their color At this panel from the distant 2013, Barrett was talking on this topic on the example of simple drafts, by which you can guess all the races from the game. And even then at the top was the Darkness with its pyramids, and it was more or less clearly presented to players only 6 years later. These sketches served as kind of drafts. As the board, on which they were doing experiments with the main colors, with proportions and sizes, silhouettes and primitive shapes that were to make up the unique image of each race. Bungie was aimed to avoid the “arms race” among the opponents. This wasn’t supposed to become a story about villains with different large guns. The enemies should have been felt as entire civilizations, living nations with their own history and ideology. The insect-like race The Hive has become the most straightforward representative of the forces of darkness. Ancient relics, dark magic and a strict hierarchy of royals. They are to produce only fear in the player, to jump at them out of complete darkness like a zombie in a horror movie. Alien pirates– The Fallen. Nomads, thugs, barbarians moving on vehicles resembling a pile of scrap metal. This race should serve as a warning to the player. This is the situation the humanity may find itself if it follows the Traveler too much fanatically. The warmongering Cabal. Basically, this is it. The Cabal is pretty much the most boring race, which wasn’t disclosed before the events of the sequel. And The Vex. A robotic race, resembling the droids from Star Wars as well as robots from the traditional sci-fi movie of the 70s They can experiment with time, and they use this ability in the Vault of Glass Raid and in final missions of the original story. You can tell a lot about the opponents in Destiny, but in order not to disrupt the structure of this video, , I will omit the details but may get back to them in a separate video. Once again, if you are interested in it. Please, let me know about it below the video. And now look at this art. It is unlikely that you can find at least something informative in it. We don’t understand what kind of place it is, whether it is the Earth or some other planet, whether it is past or future. However, it was this sandy landscape with windmills and snow-capped mountains in the background that had been the only distinguishable image and therefore became the first visual reflection of the future game. Now that we have played for hundreds of hours, your imagination will probably complete the art with the image of Mars or Venus from the game easily… but then it was more of an idea and the mood which then acquired its visual form. And what now is drawn by our imagination is what the studio artists were able to make out in this bare sketch. There were only 4 planets in the original Destiny: Earth Venus Moon Mars There was also a social hub, where players can have a rest, take a mission, trade and meet other players. Each planet has a unique appearance in Destiny. Looking at any of these screenshots, you can easily determine which planet the picture was taken on. The thing, as always, is in the details; the pool with some liquid and the minerals formed in it are an exceptional, small detail from Venus, which you won’t find anywhere else in the game except here. Red brick sand sand and occasional dry trees – you won’t find this landscape on the Earth or the Moon, but on Mars, sand can be found in residential quarters and in the dungeons, so you will unmistakably realize where you are. And even my favorite detail the skyboxes. It’s them I’ve noticed during the first days in the game. They look incredibly beautiful; they complete the landscapes of the endless worlds of the game profoundly and in the exceedingly successful way. Looking at the sky in Destiny, you will unmistakably define the planet which this view opens up from. The architecture in Destiny is also diverse; it is individualized in accordance with the one it belongs to. The Vex get very authentic, though seemingly simple style. Everything is made up with cubes. But, as it was once said: That which looks the simplest is actually the most complex. The hypergeometric style combines very well with the idea that the Vex are robots; the designers intentionally made the entire Vex architecture of stone, which is an unexpected contrast to the metal of which the Vex themselves consist. It’s the product of terraformation of the entire planets into one large Vex – the Citadel. But I like the architecture of the Hive way more. Gloomy, dark. The buildings are huge, majestic. Everything is in dark shades, light and color are used to create dramatic effects in particular places. For example, in the Catacombs of the Moon or in the halls of the Dreadnaught. The mixture of geometric and organic structures is worthy of special admiration. Some halls resemble the skeletons of huge fish. The walls of the Dreadnaught look the way you were swallowed by a huge space creature. Although this is partly true: Oryx’s ship is made of the remnants of the giant Worm God Akka. All in all, the interior of the Hive breathes. From the outside you will likely recognize something medieval. The influence of Gothic cathedrals from the 11–12th centuries is too obvious. You can look at Destiny locations endlessly. Last year, the game turned 5 years old, and in the special video that I made for the anniversary, I shot and launched a small cut with Moon landscapes, for which I received a lot of flattering feedback. Well for how subtly the mood of that time is felt in those shots. And indeed it is. Locations are built in such a way that they look cinematic and memorable from any angle and in any light. From here we move on to another important topic… Color Color is a powerful tool that makes different people feel the same emotions at the time required. Color correction in movies removes odd shades and gives the work the desired palette of colors, which will convey the mood the author needs better than any actor or set. In order to emphasize the identity of the Destiny universe, colorists have developed a limited color palette. And in order to give the design of the game a “slightly aged” look, a filter was added, thanks to which everything unfolding on the screen looks like it’s descended from the pages of an old book with pictures, or resembles a picture from an old faded poster. All this was formulated into the clear idea: “The ascent of nature over the lost human civilization.” These methods are used the most clearly at the first location of the original game – the Cosmodrome in Old Russia, when a player opens his eyes and sees the world covered with rust and dust; even the first opponents are a squad of the Fallen, which we can see in the cutscene, wear the armor of the same color as the environment. Camouflage? Or deliberate equalization of the color of the entire plan? The shade of ocher, a warm palette of shades, under the feet is either clay or sandy surface. The buildings are all gray or yellowed with time. The only contrasting point is the blue sky, which is unusually beautiful here, and it serves as a lighthouse for our space traveler – you go there, buddy! But even at the other locations of the first part you will find no bright shades. No matter how red the planet Mars is its sands are of muffled colors with an auburn haze. No matter how wild the Venusian jungle might seem, the grass here is more likely to be bluish-green mixed with the yellowish tint of soil. The palette was changed in Destiny 2. In the post-processing, other filters are used, there are more vibrant colors, e.g. acid-lilac wine on Calus’ Leviathan and crimson tree leaves on Nessus. All this is also done for a reason. The Destiny sequel was created aiming at a wider range of players in the years when colorful projects like Fortnite and Overwatch were occupying the leading online positions. This might have greatly affected the first impressions from the second part among the players who spent hundreds of hours in Destiny 1. Negative reviews often were confined to the vague phrase: “This is not Destiny”. The game seemed cartoon-like, not serious. Molded from plastic, but not printed on expensive paper. However, the developers changed the color filters in Destiny 2 before in favor of darker shades. For the first time these changes occurred at the release of the “Forsaken” expansion, for the main narrative of which it was required to create a mourning, dark atmosphere. To do that, new colorists were hired; thanks to their work the game now looks more realistic; if you still have video recordings of your gaming from the first year just compare them with what you see in the game now. You will notice the difference. Interface You can create an amazing gaming universe. Work out the locations… but all this will be useless if the interface of your game isn’t friendly enough for the player to explore this world with comfort. Destiny is not just a first-person shooter. The RPG component plays a huge role in the gaming experience. The completion of quests, leveling up the character’s skills, communicating with vendors and collecting the better and the better loot. Organization of everything so that the interface is understandable, non-violating the general atmosphere of the game and at the same time meeting all the objectives – is a challenge for any UI designer. Lots of information means lots of tables and buttons. The studio’s chief UI designer, David Candland, immediately abandoned the idea of a traditional, single switch between sections and units, as it was in the RPG of that time. Such system is called a “grid system”. Instead, it was required to find a way to move in the interface, in which the player wouldn’t have the feeling that he is moving around the Excel table on his TV. The task was complicated by the fact that Destiny was created as a console exclusive, which means the only input method is the gamepad stick. The game needed a free cursor. Free cursor movement is the trait of PC games, but for console players this type of control was not available. Until its appearance in the game from Bungie. Now this fact is hard to believe, since many games have a similar navigation system for menu sections, but before Destiny came out, there was no such convenient and clear way to select and enter. Gamepads are not as accurate in tracking movement as the mouse is, and therefore the trick of the cursor in Destiny has become its “snapping”. That is, it moves around the screen freely and at the same time helps the player aim at the necessary inventory units. The cursor slows down on menu items, task and equipment icons. When you open the details about an item, you can continue moving the cursor around the screen as you wish using the left stick. While the right stick is free and can now be used to rotate the subject under study. Moreover, the cursor makes it possible possible to get rid of tedious repetitive taps on the D-pad, i.e. four-way directional control on the gamepad. For example, if you open the Cosmodrome map, at which you need to launch a mission in the upper left corner, then knowing that the starting point is the Landing zone icon, you will have to make about three clicks to the left, then two more up and one more to select a mission. If you complete one mission a day without changing the gear, then this won’t seem as something aggravating to you. But Destiny is time-consuming and often requires the repass of missions. So even this task alone can already become tiring. The simplest analogy: if you remove the scroll wheel from your computer mouse, how convenient will it be for you to scroll through your feed on a social network? Not really, I think. The additional advantage of the free cursor is the versatility of the control method for both 4:3 and 16:9 resolutions. Since the game was released on the new and old generation consoles. One more interesting detail about which Candland spoke at the GDC in 2016 is the creation of icons for equipment, weapons and resources. In short, following the same grid system the equipment icons located in the inventory were often different in size to fully display the item. For example, a hand cannon, according to such system, can occupy one unit, and a sword or sniper rifle will take three. Which is why the entire player’s inventory turns into a total mess. Not only is it difficult to fit everything into such an inventory if you do not have a rank in Tetris playing, it’s also difficult to navigate through such icons. Speaking of shooters with the system discussed, I’ve immediately remembered the inventory in STALKER, where it was also checkered, but all objects occupied a different space. However, in the end, the game has all the icons of the same size, for any type of item. No matter what it is about. A weapon or a piece of stone from Mars that you collect all this should be comprehensible, readable and easy to fit in the interface “floating” on the screen. By the way, icons change the background, which determines the tier of the item or source, and the image of the item itself, e.g. a rifle, is automatically generated. I.e. a new weapon appears in the game and the special interface creates an icon for it. All in all, yes, the icons were left square and it unrolls in the inventory menu on a field of three by three slots. You point to the cell with the helmet and on the right, its child menu instantly pops up showing the remaining headwear available. Moreover, in the mere character’s menu everything odd is hidden so that the player doesn’t get confused after, for example, a couple of hours of farming, when you have earned a bunch of new equipment and it’s important for you to clearly distinguish what you already had in your inventory, what you were wearing and what has just dropped out of the reward chest. In the latter case, the icon becomes glossy, drawing attention to itself, standing out from the general flat plan. One more rule that the creators of the interface relied on is the “three-click” rule. It is widely used in web design and website development. According to this rule, a user should be able to find any information with no more than three clicks. Following this rule greatly simplifies the process of learning new interfaces, especially in such a complex genre as RPG. You need to look at the perks with the new equipment that has just dropped out? One, two. You need to change the subclass before the battle with the boss in the raid? One two You need to infuse one gun with the help of the other one? One two three Look at the gameplay. 90% of tasks fit into these three clicks. The neglecting of this rule occurred only when numerous tabs began to appear in the game. But even there, any action is carried out easily due to the fact that you are already used to the responsive menu. There is a lot to tell about the Destiny interface, , about fonts, localization, the interface palette. There are early concepts that also didn’t make the cut to the final build of the game. And you will have to let me know in the comments below if it’s interesting for you to hear about it in a separate video. Graphics I wanted to discuss separately one of the most memorable parts of the visual image of Destiny its identity. Graphics. Flat images design, logos, symbols, emblems and flags. The game owes this recognizable trait to Joe Cross. It was he who created the class emblems. He introduced the ideas of the Swiss school of design into the world of Destiny and fit geometry into its image quite organically. Joe Cross is one of the most prominent artists who has been marginally associated with the gaming industry. Before Destiny, he worked as a concept artist for Dead Space 2. But he could be noticed in cinematography and fashion culture spheres more often. Among Joe’s latest projects are: the movie based on Frank Herbert’s novel “Dune”, “Ghost in the Shell”, “Deadpool 2” and the upcoming film in the universe of “Metal Gear Solid”. These are the three pillars on which Destiny graphics is based in Joe’s vision: The Swiss Style Heraldic Sacred geometry Everything is clear in the case of heraldry, each of you knows what kind of science it is and what its knowledge is made up from. So let’s dwell on the points less obvious to people unfamiliar with design, terms. I’ll explain their ideas and show how their influence on Destiny was manifested. Sacred geometry, for example, is a special art movement that considers any image or object as a composition of geometric shapes. You throw a stone into the water you see perfect circles; you reflect a ray of light it scatters the darkness in a straight line. The direction is almost religious in its nature, and its main promoter Charles Gilchrist often sounds more like a preacher than an artist. In Destiny, concentric circles are the most common element of this art movement. In the game interface, you can find them every day when you open Director, on the loading screen and in many clips. A real feast of such ornaments can be observed in the “Taken King” cinematic. By the way, in the game you can find some book pages, whose meaning is not explained. In the Speaker’s tower, at Ikora’s or at Brother’s Vance in Destiny 2. The pages of the books again depict intricate geometric drawings and schemes that were developed by Joe specifically for such small details. The second important school that helped Joe and his team create such a stylish and harmonious visual language is the Swiss Style School. I would recommend it to everyone fond of visual culture, as to eye the poster collections of this style is a special kind of pleasure. Incredibly harmonious combination of aesthetics and pragmatism. Modular composition of images, limited color palette, “form follows function” motto and strict sans-serif typefaces these are the hallmarks of this design school. You must have met such posters in your daily life… and in the game. RFBA postcards, the Moon expedition materials, the design of the vast number of banners and your favorite player emblems all of them follow the rules of the Swiss school. Strict modularity of the menu and tables of match results is easy to read for the player. Regardless of their experience. Put the excess aside, don’t overcomplicate the fonts. Think about the information – this is the way the most lucid and universal visual language is created. Looking at these works of Josef Müller-Brockmann one can easily draw a parallel between them and the Destiny world. You will easily draw the rest of the necessary details in your imagination. The artist did the main thing – he conveyed the necessary information and provided you with a form that will serve as a canvas for your imagination. Obviously, Joe, being the master of sacred geometry and the Swiss style, used them as a guide in developing, for example, the class emblems. The most mysterious of all geometric figures – the triangle, and minimum of colors and shapes were taken as the basis. In fact, all the logos were made up from triangles. By the way, in Destiny 2, while the game is loading, you can see how one emblem is transforming into the other visually showing the play of simple shapes. Joe highlighted that he wanted to achieve such simplicity and universality in class emblems so that they would look cool as tattoos… and I must say he was not mistaken. Many players, with eager devotion to their player class, tattooed these symbols on their bodies. One more task was the ability of the class emblems to be put together as a pattern. To do this, it was necessary to make the outline and shape of the emblems as primitive as possible. So that they could harmoniously repeat themselves from either side. It’s a pity that in Destiny 2 these most important criteria were erased for some reason and the images of animals were added to the class emblems. Lion, snake and Eagle. They became part of the emblems, but added unnecessary details, depriving the logos of the opportunity to create a harmonious pattern, and the saddest thing is that they created unnecessary associations for the players. Geometry is universal for everyone. It speaks your language. But not everyone wants to find themselves among those who walk under the sign of a snake or an eagle… Once, an artist, talking about the primitiveness and at the same time the versatility of symbols, cited the example of the class symbol of Warlock. He showed early sketches of how his ideas were gradually moving in the right direction. The final version is still composed of triangles, but it can be interpreted in different ways. These are the mountain peaks, the letter “W” or the facets of a diamond. Generally speaking, one of the main things Cross aimed at when developing any logo in the game was to make them real. They should be so organic in our world that they can be easily presented as a brand of clothing, an emblem of a sports team or a logo of an appliance manufacturer. To create the appropriate effect, Joe worked with references of existing corporations and brands. For instance, when creating the SUROS logo, Joe was guided by the NASA logo and the distinctive traits of Formula 1 racing cars. Initially, the SUROS Regime Auto Rifle was called Arcus Regime; it became the first weapon after which Joe began began his work on brands that armed the Guardians, and therefore the rifle was inevitably changing in the course of the game development. SUROS was to become the best manufacturer of space weapons. That’s why NASA, as a symbol of the most advanced technologies in our real world, perfectly suited as an example, because the shape of the letters of the SUROS logo repeats the shape of the one of space agency. Thanks to the painstaking development of the logo and identity of each weapon manufacturer, each brand in the Destiny universe, at the very first glance weapons can tell the whole story through the visual language that Cross gave them. E.g. The Last Word hand cannon and Chaperone Shotgun are manufactured by Tex Mechanica. It has the cowskull logo, and the frames of weapons seem to have been forged by wild west blacksmiths. Wooden grips, a carved barrel, the sound of a gunshot… all of these evokes the picture of an ancient manufacture, family business. Holding this weapon in our hands, we smell gun oil and gunpowder. This picture is completed by a spectacular reload animation taken from the best westerns-movie. Continuing the logos topic. Perhaps the main logo of the game remains the biggest mystery. Not once in 6 years, have the developers given any commentary on the topic of its image, meaning or development. I couldn’t find any confirmation or refutation of the fact that it was also created by Joe Cross, however, I came across a number of fan content with an analysis of the appearance of the logo and the images with which it is inspired. Following the most popular theory, the logo is called Tricorn, not in honor of Jack Sparrow’s hat, but by the number of directions. If we simplify the symbol it’s again a triangle. Some explain this by the existence of three player classes: Titans, Warlocks and Hunters; some – by races: Humanity, Exo and Awoken… but there is one more theory, way more complicated, and it’s about the wolf face. Wolf pack theme plays a huge role from the very early stages of Destiny development. It was also reflected in teasers. For example, in this incredible one with the actor Giancarlo Esposito He reads “The Law of the Jungle” by Rudyard Kipling – the poem in the form of the code for a wolf pack, for the author’s book about Mowgli. While the actor is reading the extract, we see a cut from Destiny cinematic, which tells the story of a squad of Guardians. The parallels between a flock of noble but predatory animals and the Guardians squad are obvious. In addition, in the game we try on wolf skin regularly. Sometimes – literally. Vendors, calls us “Young Wolf” Exotic Crest of Alpha Lupi, Gjallarhorn rocket launcher, and, of course, the whole identity of The Iron Banner event identity – all of them carry the images of wolves and their pack. Saladin calls us “Young Wolf” during a battle, he regularly makes speeches about the confrontation of one pack of wolves with another, and also at the Iron Banner matches. So, if you put the logo of the game over a wolf face, you wouldn’t fail to notice the similarity. Many people agreed that this image was also inspired by this animal. Conclusion Destiny is a game about the mixing of styles. About experiments. And any audacious experiment or an attempt to introduce something new into the genre will inevitably await criticism, and often misunderstanding. However, after a while we can look back, study the experience, mistakes and then understand how much Destiny has changed, how much it has done for the gaming industry. Launch any online shooter released after Destiny 1. You will definitely find some features taken from the game by Bungie. And even in the games of other genres you can find something from Destiny. A mixture of fantasy and sci-fi, rocket launchers that look like king swords, alien raiders and wizards feeding their power from the depths of space. Dragons fulfilling wishes and protecting secrets of the Queen of the city hovering in space… how many gaming universes can boast such a crazy cocktail In my video, you won’t find everything about the development of the world of the game, of course. But I’m especially fond of figuring out how Bungie are working on the game. How an idea is developing from momentum to an object in the game that millions of players see; it turns into a story or a whole world that has become home to many players. Hope you’ve learnt something new from my presentation. I’m looking forward to your feedback on this large video. It’s not very typical of my channel, so it’s important for me to know if you would like to see more of such content. Will it be interesting for you to observe some other aspects of the game from the point of view of game design? Please, let me know about it in the comments, via messages or elsewhere. And it’s goodbye from me, JohnnyLeinny Good luck!